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Page 1: Sun Microsystems, Inc. AT&T · PDF fileOPEN LOOK™ GRAPHICAL UsER INTERFACE FuNCTIONAL SPECIFICATION Sun Microsystems, Inc. A 'YT Addison-Wesley Publishing Company, Inc. Reading,

TM

Graphical User Interface Functional Specification

Sun Microsystems, Inc. -_AT&T

IPR2017-01467 UNIFIED 1010

Page 2: Sun Microsystems, Inc. AT&T · PDF fileOPEN LOOK™ GRAPHICAL UsER INTERFACE FuNCTIONAL SPECIFICATION Sun Microsystems, Inc. A 'YT Addison-Wesley Publishing Company, Inc. Reading,

OPEN LOOK™ GRAPHICAL UsER INTERFACE

FuNCTIONAL SPECIFICATION

Sun Microsystems, Inc.

A 'YT Addison-Wesley Publishing Company, Inc. Reading, Massachusetts • Menlo Park, California • New York Don Mills, Ontario • Wokingham, England 11 Amsterdam Bonn 11 Sydney 11 Singapore 111 Tokyo • Madrid 111 San Juan

CJ

I ~

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All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or trans­mitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of Sun Microsys­tems, Inc. Printed in the United States of America. Published simultaneously in Canada.

The OPEN LOOK Graphical User Interface was developed by Sun Microsystems, Inc. for its users and licensees. Sun acknowledges the pioneering efforts of Xerox in researching and developing the concept of visual or graphical user interfaces for the computer industry. Sun holds a nonexclusive license from Xerox to the Xerox Graphical User Interface, which license also covers Sun's licensees.

UNIX is a registered trademark of AT&T. OPEN LOOK is a trademark of AT&T. Sun-4 is a trademark of Sun Microsystems, Inc. Patent pending.

Library of Congress Cataloging-in-Publication Data OPEN LOOK graphical user interface functional specification/Sun Microsystems, Inc.

p. em. ISBN 0-201-52365-5 1. User interfaces (Computer systems) 2. Windows (Computer

programs) 3. OPEN LOOK (Computer program) I. Sun Microsystems. OA76.9.U830641989 005.4'3-dc20 89-38189

CIP

Copyright© 1989 by Sun Microsystems, Inc.

Sponsoring Editor: Carole McClendon Cover Design: Hannus Design Associates Text Design: Joyce C. Weston Set in 11-point Helvetica Light by lnprint, Inc.

ABCDEFG H IJ-M U-89 First printing, November 1989

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CoNTENTS

Acknowledgments xvii

About This Book xix

1 Design Philosophy 3 Basic Design Principles 3 Visual Style 5

Fonts 5 Color 5

International Considerations 6

2 Overview 7 The Workspace 8

Pointers 9 Using the Mouse Buttons 9 Workspace Menu 11 File Manager 12

Base Windows 12 Window Menu 14

Control Areas and Controls 14 Controls 16

Scrolling 17 Menus 19 Using Menus 20 Pop-up Windows 21

Help 22

iii

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I

I

OPEN LOOK Graphical User Interface Functional Specification

Selecting and Operating on Windows and Icons The Window Background Using the Window Menu Selecting Windows and Icons Operating on Selected Windows and Icons Resizing a Window Scaling a Window

Selecting and Operating on Text and Graphics

3 Workspace, Icons, and Windows

iv

The Workspace The Workspace Grid Reserved Areas Default Pointer Shapes

Icons Default Icon Elements Borderless Icons Nonstandard Icons Positions

Base Windows Required Elements for Standard Base Windows Nonstandard Base Windows Optional Elements Multiple Base Windows Window Background and Foreground Base Window Positions at Startup State Feedback Input Area

Pop-up Windows Kinds of Pop-up Windows Pop-up Window Ownership Multiple Invocations of a Pop-up Window Pop-up Windows That Block Input to the Application The PClp-up Window Menu Grouping Pop-up Windows Pointer Jumping

Command Windows Push pins Default Controls Locations

23 24 24 25 26 26 27 30

35 35 35 36 37 39 40 43 45 47 48 48 50 52 57 57 60 60 62 68 68 69 69 69 69 70 70 71 72 73 74

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Contents

State of Parameters 74 Titles 74

Property Windows 75 Required Property Window Buttons 75 Optional Property Window Buttons 76 Settings Pop-up Menu 77 Titles 78 Single Category 78 Multiple Categories 78 More Than One Value for the Same Selection 80 Change Bars 81 Dismissing Property Windows 82 Two Active Selections 82 Level 1 Window Properties 83 Level 2 Window Properties 85

Help 88 The Help Window 88 Accessing Other On-Line Help Functionality 90 Using Help 90

Notices 91 The Notice Window 92 Notice Use and Placement 93

4 Controls 95 Visual Feedback 96 Button Controls 96

Visual Feedback for Button Controls 98 Buttons 100 Menu Buttons 101 Menu Items 102 Abbreviated Button Controls 102

Exclusive Settings 105 Setting Feedback 106 Default Settings 106 Indeterminate State 107 Inactive State 108

Variation on Exclusive Settings 108 Nonexclusive Settings 109

Setting Feedback 11 1 Default Setting 111 Indeterminate State 111 Inactive State 112

v

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OPEN LOOK Graphical User Interface Functional Specification

Check Boxes 112 Setting ,Feedback 113 Default Setting 113 Indeterminate State 113 Inactive State 113

Sliders 114 Setting Feedback 116 Default Setting 116 Indeterminate State 116 Inactive State 116 Using Sliders 117

Gauges 117 Text Fields 118

Scrolling in Text Fields 119 Numeric Text Fields 121 Multi-Line Text Fields 121 Text Field Example 122 Validating Text Fields 123 Setting Feedback 123 Default Settings 123 Indeterminate State 123 Inactive State 123

Messages 124 Summary Table 125

5 Control Areas 127 Positions of Control Areas Around Panes 127 Control Areas Within Panes 129 Using Window Buttons in a Control Area 131 Using Command Buttons in a Control Area 133 Using Menu Buttons in a Control Area 134

Menu Defaults for Menu Buttons 134 Viewing Menu Button Defaults in a Control Area 134 Inactive Default Settings 138 Viewing Menu Button Menus with Press-Drag-Release 138 Viewing Stay-up Menus 139

6 Menu Elements 141 Menu Types 141 Menu Groups and Submenus 141 Required Menu Elements 142

Border and Drop Shadow 142 Controls 143 Menu Titles 148

vi

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Contents

Menu Defaults 149 The Optional Pushpin 150

Button Menu Placement 151

7 Scrolling 155 Scroll bars 155

Scrollbar Cable 158 Scrollbar Cable Proportion Indicator 159 Elevator Positions 160 Scrollbar Operation 160 Splitting Panes 163 Removing a Split Pane 169 Page-Oriented Scrollbars 173 Scrol!bar Menu 174

Scrolling Without Scrollbars 175 Automatic Scrolling 175 Panning 175

8 Scrolling Lists 181 Scrolling List Functionality 181 Required Elements of a Level 1 Scrolling List 182 The Scrolling List Menu 183 Exclusive Scrolling Lists 183

Variation of Exclusive Scrolling Lists 184 Nonexclusive Scrolling Lists 185 Selecting Items for Editing in a Scr9lling List 186 Using Items on the Scrolling List Menu 188

Change 188 Properties 189 Insert 190 Delete 191 End Editing 191

Multi-Level Scrolling Lists 191 Title Area and Scrolling Buttons 192 Levels Menu 193 Glyphs and/or Text Items 194 Using Multi-Level Scrolling Lists 195

9 Color and Three-Dimensional Design 201 Color Philosophy 201

Application and Interface Regions 201 Palettes 202 Use of Color for a Three-Dimensional Effect 203 Individual Color for Controls 204

vii

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OPEN LOOK Graphical User Interface Functional Specification

Icons Color Guidelines Color Plates Three-Dimensional Design

Required Color Groups Raised and Recessed Objects Three-Dimensional Button Design Menu Items Exclusive and Nonexclusive Settings Check Boxes Sliders Gauges Text Fields Scroll bars Window Elements Scrolling Lists

1 0 Required OPEN LOOK Ul Menus

viii

Workspace Menu Programs Utilities Customizing the Workspace Menu

Base Window Menu Open or Close Full Size or Restore Size Properties Back Refresh Quit

Pop-up Window Menu Dismiss (or Cancel) Back Refresh Owner?

Settings Menu Apply Reset Apply to New Selection Set Default

204 204 206 207 207 208 209 211 212 212 213 214 215 215 216 217

221 221 222 222 226 226 227 227 228 228 228 228 228 229 230 230 230 231 231 231 232 232

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Scrollbar Menu Here to Top/Here to Left Top to Here/Left to Here Previous

Scrolling List Menu Locate Choice Edit List Change Properties Insert Delete End Editing

Text Field Edit Menu Undo Cut Copy Paste Delete

11 Workspace Properties Introduction When Workspace Properties Take Effect Control Area The Color Category

The Color Palette Menu The Workspace Palette Menu The Windows Palette Menu The Selection Palette Menu The Input Area Palette Menu

The Icons Category The Location Setting The Border Setting The Align to Grid Setting The Grid Origin Setting The Grid Spacing Setting

The Keyboard Core Functions Category The Keyboard Miscellaneous Functions Category The Menus Category

The Drag-Right Distance Setting The SELECT Mouse Press Setting The MENU Mouse Click Setting

Contents

232 233 234 234 234 236 236 236 236 236 237 237 237 239 239 239 239 239

241 241 241 242 245 247 247 248 248 249 250 250 251 251 251 251 252 253 254 254 254 255

ix

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OPEN LOOK Graphical User Interface Functional Specification

The Miscellaneous Category The Beep Setting The Scale at Startup Slider The Set Input Area Setting The Scrollbar Placement Setting The SELECT Always Brings Window Forward Setting The Virtual Edges Setting

The Mouse Modifiers Category The Mouse Settings Category

The Scrollbar Pointer Jumping Setting The Pop-up Pointer Jumping Setting The Mouse Acceleration Slider The Multi-Click Timeout Slider

The Programs Submenu Category The Workspace Menu Category

12 File Manager Introduction File Manager Functionality The File Manager Base Window

Elements of the Control Area Elements of the Path Pane Elements of the Folder Pane

The File Manager Properties Window Display Options Sort By

Binding Default Bindings

Using the File Manager Changing Folders Opening Files Copying and Moving Files

File Manager Icons on the Workspace Interactions Between the File Manager and Applications

Loading a File by Direct Manipulation

13 Process Manager Introduction Process Manager Functionality

X

255 256 257 257 257 257 258 258 259 260 260 260 260 261 262

263 263 264 265 266 269 270 273 274 274 274 275 275 276 279 280 286 288 288

291 291 291

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Contents

14 Keyboard and Mouse Specifications, 293 Device Independence 293 Level i Keyboard Functions 294

Mouse Modifiers 295 Core Functions 295 Pop-up Window Accelerators 296 Text Field Navigation 297

Level 2 Functions 297 Mouseless Operations 298 Core Functions 298 Text Caret Movement 299 Text Editing Functions 300 Text Selection Functions 301 Scrolling Accelerators 301 Input Area Navigation 302

Soft Function Keys 303 Virtual Keyboards 305

Using the Virtual Keyboard Window 306 Multiple Language Support 307

Keyboard Mapping 308 Sample Keyboard Maps 310

Mouse Specifications 311 Damping Factor 311 Multi-Click Selecting 312 Mouse Button Actions 312

15 Using Menus 315 Choosing from Menus 315

Press-Drag-Release 315 Click-Move-Click 316

Using Menu Buttons 317 Viewing Button Menus With Press-Drag-Release 317 Viewing Button Menus with Click-Move-Click 320

Using Pop-up Menus 323 Viewing and Choosing from Pop-up Menus with Press-Drag-Release 323 A Level 2 Option for Executing the Menu Default 325 Viewing and Choosing from Pop-up Stay-up Menus 326

Pinning a Menu 326 Changing Menu Defaults 329

xi

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OPEN LOOK Graphical User Interface Functional Specification

Menu Placement Submenu Placement

16 Selecting and Operating on Windows, Icons, and Panes Opening Icons and Closing Windows Selecting Windows and Icons

Selecting a Window Selecting an Icon Selecting Multiple Wlndows and Icons with ADJUST Selecting Multiple Windows with a Bounding Box

Displaying the Window Controls Pop-up Double-Click Selecting Moving Windows and Icons

Constrained Moving of Windows and Icons Moving Windows and Icons Off the Screen

Resizing a Window Selecting Panes Resizing Split Panes Multiple Split Panes Removing a Split Pane Selecting Embedded Objects

17 Selecting and Operating on Text and Graphics Introduction

xii

Selecting Text Wipe-Through Text Selection Selecting Text with SELECT/ADJUST Adjusting a Text Selection

Selecting Graphic Objects Multi-Click Selecting Copying Text

Copying Text with the Clipboard Copying Text by Dragging Quick Duplicate

Copying Graphic Objects Moving Text

Moving Text Using the Clipboard Moving Text by Dragging Quick Move

Moving Graphic Objects

336 336

341 341 342 344 344 345 347 349 350 350 352 352 353 357 358 361 364 367

369 369 371 371 373 374 375 376 377 377 378 381 382 383 383 385 385 386

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18 Using Property Windows

A

B

c

Applying Properties to a Single Selection Additional Selections

New Selections That Do Not Use the Property Window New Selections That Use the Property Window

Certification Level1 Level2 Level3

Details of Design Elements Pointers Workspace Pattern Menu Drop Shadow Pattern Icons Window Elements Scroll bars Controls Menus Scrolling Lists Help Windows Notices

OPEN LOOK Ul Help Text Workspace

Using the Mouse Starting Applications Using Menus Selecting and Moving Windows and Icons

Window Basics Window Menu Buttons Resize Corners Scroll bars

Menu Background Using Press-Drag-Release Using Click-Move-Click Using the Pushpin Changing the Default Setting

Contents

387 387 391 39i 395

401 402 404 406

407 408 412 413 413 416 436 444 467 475 481 486

489 489 490 490 490 491 492 492 493 493 495 495 496 496 496

xiii

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OPEN LOOK Graphical User Interface Functional Specification

Pop-Up Windows 497 Pushpin 497 Help Window 497 Property Windows Settings 498

Icon 500 Active Caret 500 Inactive Caret 500 Workspace Menu 501

Programs 501 Utilities 501 Refresh 501 Clipboard 502 Window Controls 502 Properties 502 Exit 502

Window Menu 503 Open 503 Close 503 Full Size 503 Restore Size 504 Properties 504 Back 508 Refresh 508 Quit 509

Pop-Up Window Menu 509 Dismiss 509 Cancel 510 Back 510 Refresh 511 Owner? 511

Scrollbar Menu 511 Here to Top 511 Here to Left 511 Top to Here 511 Left to Here 512 Previous 512 Split View 512 Join Views 512

D International Considerations for the OPEN LOOK User Interface 513 Programmatic Interface 513

Character Sets and Fonts 514 Text Strings 514 Text Directions 514

xiv

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Formats Layout Physical Devices

OPEN LOOK Ul Elements Font Size Direction of Text Flow Localization

Glossary Index

Contents

515 516 516 516 516 517 518 519

541

XV.

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1

DESIGN PHILOSOPHY

This chapter provides an overview of the design philosophy for the OPEN

LOOK User Interface.

The intention of the design is to balance the three goals of simplicity, consistency, and efficiency.

o When you perform a new task and have no previous model from which to draw experience, the task must be simple to perform. This makes the inter­

. face easy to learn and master.

o When you perform a new task but have done something similar in the past, the task must be consistent with past experience. In this way, you can trans­fer learning from old tasks to new.

o When you perform a familiar task, the interface must be efficient. Once you have mastered a task, you will want to perform it with minimal effort-the fewest keystrokes and the shortest movements of the mouse pointer.

3

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OPEN LOOK Graphical User Interface Functional Specification

Table 1-1 shows the goals of the OPEN LOOK Ul project and the approach taken to meet them.

Table 1-1 OPEN LOOK Ul design goals

Goal

Easy to learn

Easy to learn new applications for experienced user

Approach

Base the interface on a small number of simple concepts.

Provide a consistent interface. For example, both the window manager and applications work the same way.

Efficient for experts Minimize keystrokes and mouse travel.

Distinctive user interface Design a visually uncluttered and consistent look.

Easy migration for other Harmonize with other interface users user interfaces.

Benefit

The system is easy to learn initially, and users can get work done right away.

The user can leverage knowledge and learn new applications.

Increased productivity.

The OPEN LOOK Ul becomes a signature that people recognize.

Users can move easily among the major user interfaces with minimal retraining.

The OPEN LOOK Ul takes advantage of current bitmap workstation design and operates efficiently in a multi-tasking operating system environment. You can begin an operation in one window and continue working in another without needing to learn the concept of "background processing."

The device independence of the OPEN LOOK Ul means that applications developed using the interface will adapt well to new technology as it is developed.

4

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Design Philosophy

The OPEN LOOK Ul design builds on familiar concepts pioneered by Xerox Corporation. Because of the attention paid to functional consistency among user interface designs, you can easily switch between systems without needing to refocus attention on how the interface works.

The visual design of OPEN LOOK Ul elements is restrained. The design of each element is clean and simple. It provides a consistent environment that acts as the background against which the application's information is featured. When the interface is uncluttered, the application becomes the center of focus and attention. ·

The OPEN LOOK Ul is based on a standard set of elements. Each element­for example, a font, a button, a symbol, or a menu-is designed with a focus on how it fits into the whole. Borders are used to define different areas of the screen, such as a window, a menu, or a pane. Controls are arranged in groups within these borders.

There are two visual designs for the OPEN LOOK Ul:

o A black-and-white design for use on monochrome displays. o A three-dimensional design for use on grayscale and color displays.

Fonts A sans serif, variable width font is used for the common elements of the

OPEN LOOK Ul. Consistent use of the same font in all the elements of the interface contributes to the design concept of the interface as a backdrop against which the application is featured. Of course, an application can use whatever fonts the developer chooses in the part of the window that is reserved for the display of application information.

Color An OPEN LOOK Ul implementation can be used on monochrome or color

displays. A color implementation can use either black-and-white or three­dimensional design elements. When a color implementation uses black­and-white design elements, the borders are usually black, and color is added

5

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OPEN LOOK Graphical User Interface Functional Specification

to the window background. On systems with a limited number of highly saturated colors, the borders may be in color.

A color implementation provides different sets of colors, called palettes, you can use to set colors for various workspace and window elements. The OPEN LOOK Ul also provides a way for the application to control the color of its window background independently. There are no restrictions on the way an application can use color in the area of the window controlled exclusively by the application. See Chapter 9 for more information.

The OPEN LOOK Ul encourages the development of internationalized implementations and applications to permit localization to specific markets. Issues that should be considered when designing a toolkit for a multinational market are discussed in Appendix D.

Providing a toolkit that supports application development for international or multinational markets requires development work at three levels:

o The platform D The programmatic interface o The user interface

The platform is the lowest level. For example, the hardware and operating system determine the character encoding, the interchange protocol, and what characters are permitted for file names. This specification does not define international considerations at this level.

When the programmatic interface level provides the appropriate tools, an application developer can use them to develop an application for multi­national markets. The programmatic interface level must provide the capa­bility for elements such as text, sorting sequence, units, and dates to be localized, that is, to meet the unique needs of specific languages and cultures.

The user interface level is closely related to the programmatic interface level, but concerns the specific elements of the OPEN LOOK Ul. For example, the direction of text display might require the vertical display of window headers and menus. Icons, glyphs, and color should also be appropriate to the local environment.

6

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2

OvERVIEW

This chapter provides an overview of the OPEN LOOK User Interface by describing how you, a user, interact with an OPEN LOOK Ul implementation.

The OPEN LOOK Ul contains a rich set of features and capabilities designed to support a wide range of applications, from the simplest utility to the most powerful integrated application. This chapter introduces the basic elements and how they work; it does not attempt to offer a complete description of the interface.

Keep in mind that documenting the appearance and functionality of a graphical user interface is quite different from using it. For example, it may be tedious to describe precisely and completely what happens when you choose an item from a menu. But in practice, it is simple-you just press a mouse button, point at the item you want, and then release the mouse button.

When you first see the OPEN LOOK Ul on a computer display, you need to know only the most basic information about how to use the buttons on the mouse to start using it.

The information in this chapter is presented in the following way:

o An introduction to the window environment: the work surface (workspace) and the pointing device (mouse), how you set the insert point where you type input, the Workspace menu, and the File Manager

o How application windows and the Window menu look o The kinds of controls you can expect to see in control areas of application

windows o How to move through data using OPEN LOOK Ul scroll bars o What menus look like and how to use them o The kinds of application windows that pop up to perform transitory functions o How you select and operate on windows and icons o How you select and operate on text and graphics

7

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OPEN LOOK Graphical User Interface Functional Specification

In the OPEN LOOK Ul window environment, the background screen area on which objects such as windows, icons, and menus are displayed is called the workspace. You use the mouse pointer to control these objects and choose your activities. Figure 2-1 shows an example of a workspace .

• --{):tl

@!C) Copy Paste Again Undo

Search For·: -------Replace With: -------

Figure 2-1 A sample workspace in an OPEN LOOK UI implementation.

Windows like Draw and Edit in Figure 2-1 represent graphics and text­editing applications that use the OPEN LOOK Ul. Application graphics or text are displayed in panes within the window borders and are controlled with a clearly labeled set of buttons that describe the function or label the category of choices grouped on the button menu.

8

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Overview

Icons (the two small squares on the right side of Figure 2-1) are small pictorial representations of application windows. Changing a window to its iconic representation, or closing it, keeps the application out of the way but readily available.

Application windows that pop up to perform transitory functions can be kept on the screen for repeated use by "pinning" them to the workspace with a pushpin. The Edit: Search and Replace window in Figure 2-1 is an example of such a pop-up window that is pinned to the workspace.

Menus are available both under menu buttons in the control area and as pop-up menus that pop up at the pointer location. Menus can also have pushpins. The Edit menu in Figure 2-1 is an example of a button menu in a control area. It has a pushpin, but the menu is not pinned to the workspace.

Windows and icons can overlap or overlay one another on the workspace. You control the work area of the workspace by opening, moving, resizing, and closing or dismissing the windows of the applications you use.

The OPEN LOOK Ul specifies a basic set of standard menus that you use to control windows and icons. In addition, each application window has its own control areas, menus, and pop-up windows that allow you to control the functionality of the application.

Pointers You access most functions using a pointing device to move the pointer to a

specific place on the screen and using the pointing device to perform an action. The mouse is the pointing device described in this book.

The pointer-usually an arrow pointing toward the upper left corner of the screen-always shows the location of the mouse on the workspace. An OPEN LOOK Ul implementation has standard pointer shapes for specific functions such as copy and move. Each pointer has a hot spot, which indicates the active place on the screen. The tip of the arrow is the hot spot. Applications may provide additional pointer shapes.

Using the Mouse Buttons You control objects on the workspace and in windows by moving the

pointer around on the screen and pressing and releasing different mouse buttons. When you want to type text in a window, you move the pointer to the window and click a mouse button to set the place where characters are

9

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OPEN LOOK Graphical User Interface Functional Specification

displayed. This way of directing where you work is called click-to-type. A Level 2 implementation has an option that lets you choose where you work by moving the pointer into the window.

This book uses the following terms to describe actions performed with the mouse:

o Press a mouse button and hold it. o Release a mouse button to initiate the action. o Click a mouse button by pressing and releasing it before you move

the pointer. o Double-click a mouse button by clicking twice quickly without moving the

pointer. o Move the pointer by sliding the mouse with no buttons pressed. o Drag the pointer by sliding the mouse with one or more buttons pressed.

An OPEN LOOK Ul implementation is designed to be used with a pointing device. The mouse is the most common pointing device. Mouse buttons have three basic functions:

o SELECT to select objects or manipulate controls o ADJUST to extend or reduce the number of selected objects o MENU to display and choose from menus

Systems with one- or two-button mice access the three basic mouse functions by using a key from the keyboard in conjunction with one of the mouse buttons, for example, Shift/SELECT. This book refers to mouse buttons by function, not by the location of the button on the mouse.

Figure 2-2 shows the mouse button assignments for one-, two-, and three-button mice. An OPEN LOOK Ul implementation allows you to change the mouse button assignments and set other global properties.

ADJUST - Keyboard equivalent

MENU -Keyboard Equivalent

ADJUST - Keyboard equivalent

Figure 2-2 Default mouse button function assignments.

10

ADJUST

SELECT MENU

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Overview

Pointer Jumping

Most of the time, you move the pointer with the mouse. However, sometimes an OPEN LOOK Ul implementation moves the pointer for you and jumps directly to a specific place on the screen. This is called pointer jumping.

For example, when you press the HELP key to display a Help window, the pointer jumps to the pushpin in the header of the Help window so that you can simply click the SELECT mouse button to dismiss the window. The pointer jumps back again when the window is dismissed from the screen.

You can turn off all pointer jumping from the Workspace Properties window.

Workspace Menu The workspace has a default pop-up menu that you access by pressing

the MENU mouse button anywhere on the workspace. The Workspace menu, shown in Figure 2-3, is what you use to start up new applications and set global properties such as window color and the location of mouse button functions.

o -{l:(j Workspace

' Programs 1>) 'utilities 1>

Properties ... Exit

Figure 2-3 Workspace menu.

Push pins

Pushpins are used on some menus and all command, property, and help pop-up vvindows. When a menu or a window has a pushpin, you can pin the menu or window to the screen to keep it available for repeated use.

When you click on an unpinned pushpin, it pops into the hole and the menu or window stays on the screen until you dismiss it by clicking on the pinned pushpin. The pin pops out of the hole and the menu or window is dismissed from the screen.

II

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OPEN LOOK Graphical User Interface Functional Specification

File Manager You access all file management functions in an OPEN LOOK Ul implementa­

tion in a consistent way using the File Manager application. The File Manager can be used independently or can be called up from an application window.

The applications you choose from the Workspace menu are displayed on the workspace as base windows. Figure 2-4 identifies the visual elements of a simple base window.

Application title

w indow mru button Long-ter~ message

f.Y) Title - No file r-- Header Resize Corner

( Button ) ( Menu Button ") Control area

~ -.1

- Scrollbar Pane

D

New document Page 1 r-- Footer

Status and error message area State or mode message area

Figure 2-4 A simple base window.

The base window is the framework in which the application contents are displayed. The following lists provide a general indication of which parts of the user interface are specified and which parts are defined by the applica­tion developer. The lists are not comprehensive.

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The fixed elements of the OPEN<LOOK Ul include:

o The specific graphic design of each of the elements o The fonts used for those elements o The functionality of those elements o The spacing for headers, footers, and scrollbars o The required menus

The application developer defines these elements in the base window:

o Application title and any long-term messages in the header o Status and error messages in the footer o Size and locations of panes and control areas o Names and layout of buttons in the control area o Presence or absence of resize corners and scrollbars o Application menus

You can change the area of a window by moving the pointer to one of the four resize corners, pressing SELECT, and dragging the resize corner to increase or reduce the total area of the window. Resizing a window changes the window area, but it does not change the scale of the window elements. You can move a window on the workspace by pressing SELECT on the header or footer and dragging the window to the new location.

The header is the area at the top of a base window that displays the Window menu button and the application title. If Close is the default for the Window menu, you can quickly close a window by clicking SELECT on the Window menu button. When you close a base window, it is displayed on the workspace as an icon. The header can also display long-term messages generated by the application.

The control area contains controls such as buttons and menu buttons. The control area and controls are described under "Control Areas and Controls" later in this chapter.

The pane is the area of the base window where the application information is displayed and manipulated. An application can have multiple panes within the same base window. When all the application information cannot be displayed at one time, panes have scrol/bars to allow you to move around in the contents. Scrollbars are covered later in this chapter.

Useful status, error, and state messages from the application are displayed in the footer of the base window.

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OPEN LOOK Graphical User Interface Functional Specification

Window Menu Each window has a Window menu, which you use to set window properties

and change window characteristics. When a window is displayed as an icon, it keeps the window menu. You can use the menu to open icons or close windows, expand the size of the window as specified by the application or restore it to its original size, set window properties, move the window to the back of the screen, refresh the window, and quit the application. Figure 2-5 shows the Window menu for base windows.

Window

"'Close ) Full Size Properties ... Back Refresh Quit

Figure 2-5 Window menu for base windows.

Pop-up windows have a Window menu with a smaller set of choices.

The basic controls for an application are displayed in control areas within the base window. The application developer determines the layout and labels for the controls. A control area can contain any of the controls described in this section.

An application can have a single, simple control area at the top of its window or several control areas elsewhere in the window. A complex applica­tion can divide its base window into a number of panes, each with its ovvn control area.

You choose your activities in an OPEN LOOK Ul implementation using the mouse and a simple set of controls. Figure 2-6 shows examples of all the kinds of controls that can be used in control areas. Most of the time, control areas have button controls. The other controls can be used in any arrange-

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Overview

ment or combination suitable to the application. Controls always work the same way, regardless of how they are arranged or where they are displayed.

Buttons ~(Hawk ... ) 0 -l):U

Menu buttons ( Insects v) ,.,..;;;;;;;;;;;;;;;;;;='"="'1 (Platypus Kangaroo

Items command Item Window Item ... Menu Item 1>

Abbreviated buttons 13 8

Abbreviated menu buttons Marsupials: @) Platypus

Text field

Text field with scrolling buttons

Multi-line text field

Numeric field with increment/ decrement buttons 1234, 1•1•1

Exclusive settings I French I German I English

Koala Opossum

Nonexclusive settings Aquarium Displa vs: I Minnow I I Whale I I Dolphinl

I Tuna I

Check boxes 0 Shoes

Iii Socks

Slider -0=====> Gauge Disk Usage:

I I I I I t I I 0 100

Read-only message Size: 1997 bytes

Figure 2-6 Controls in an OPEN LOOK UI implementation.

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OPEN LOOK Graphical User Interface Functional Specification

Controls Buttons used for single commands have the name of the command as the

label on the button. For example, to save a document, you would click SELECT on a button that says "Save." When a button has a window mark­three dots-following the label, choosing it causes a pop-up window to be displayed. You then choose the command from the controls provided in the pop-up window.

Menu buttons always have a menu mark, an outlined triangle, following the label. The triangle points to where the menu is displayed. Menu buttons always display a menu when you press MENU with the pointer on a menu button. The menu for a menu button labeled "Insects" might have items labeled "Crickets," "Ladybugs," and "Bumblebees."

When you press a button, it highlights to provide visual feedback. The Marsupials button in Figure 2-6 is highlighted since its menu is displayed.

Items are button labels that are displayed on menus without the button outline. They provide button functionality on menus and, at the same time, help to keep menus to a manageable size. Items on menus have the same feel and functionality as buttons, but have a slightly different look. Just as an application can use command buttons, window buttons, and menu buttons in a control area, it can use command items, window items, and menu items on menus.

Abbreviated buttons are small square buttons with no text label inside them. They can have a glyph inside the button outline. The most common use for abbreviated buttons is for scrolling. Scrolling buttons have a solid arrowhead inside the border of the button. Abbreviated buttons function the same as buttons.

Abbreviated menu buttons are small square buttons with a menu mark inside the button. The label for the button is displayed to the left, and the choice from the button menu is displayed to the right of the abbreviated menu button. Abbreviated menu buttons function the same as menu buttons. Abbreviated menu buttons are used when it is helpful to show the current choice without displaying a menu.

Text fields are used when the application requires input from the keyboard. For example, you use a text field when you type the name of a document you want to save. When a text field cannot display the entire text string, scrolling buttons are displayed to allow you to scroll the contents of the field. When a text field that can only contain numbers has increment/decrement scrolling

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Overview

buttons, you can click on them to increase or decrease the number displayed in the text field. Text fields can also be displayed with borders and scrollbars to permit multi-line text entry.

Exclusive settings are displayed as touching rectangles. You can make one choice from each group of settings. The chosen setting is shown with a bold border. Exclusive settings are used when the object has a state, and that state can be changed. For example, if you want to change the color of a pen in a drawing application, the pen already has a color setting. You can choose a different pen color from a palette of exclusive setting color choices, but you can use only one pen color at a time. Applications can use a variation of exclusive settings that allows you either to make one choice from each group of settings or to choose none of the settings.

Nonexclusive settings are displayed as separate rectangles. You can choose all, none, or any combination of nonexclusive settings for the same object. Nonexclusive settings are used when you can set many values for one particular object. For example, text attributes such as bold, italic, and underline can all be set for the same word.

Check boxes are another kind of nonexclusive setting. You can choose all, some, or none of the options by toggling the check box to display or suppress the check mark.

Sliders are used to set a numeric value and give a visual indication of the setting. Sliders can have numeric fields and type-in fields. Sliders can be used when an object has a range of possible settings. For example, sliders can be used to adjust the volume of a beep.

Gauges are used to give a visual indication of how full or empty an object is or to show what percentage of a job is complete.

Read-only messages are used to provide useful information that you cannot edit.

When you need to move through the data in an application, you use scroll bars to change the view in the pane. A pane can have both horizontal and vertical scrollbars. Figure 2-7 shows the components of a vertical scroll bar.

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OPEN LOOK Graphical User Interface Functional Specification

r.ort+-- Up arrow Drag area

1.1+-- Down arrow Proportion indicator

Cable

Bottom cable anchor

Figure 2-7 Components of a vertical scrollbar.

The elevator shows you where you are in the contents that can be viewed in the pane. The dark area of the cable (the proportion indicator) shows you how much of the total contents is displayed in the pane.

You use the SELECT mouse button to operate the scroll bar. When you scroll upward, you move the view on the data incrementally toward the beginning. When you scroll downward; you move the view on the data incrementally toward the end. You can scroll the contents of a pane in the following ways:

o Go to the beginning (click SELECT on the top cable anchor). o Go to the end (click SELECT on the bottom cable anchor). o Display the previous unit at the top of the pane (click SELECT on the

up arrow). o Display the next unit at the bottom of the pane (click SELECT on the

down arrow). o Display the previous pane of information (click SELECT on the cable above

the elevator). o Display the next pane of information (click SELECT on the cable below

the elevator). o Move to any arbitrary location (press SELECT in the drag area and drag

the elevator).

When you scroll, the elevator moves to reflect the new position of the view into the application data. When the pointer is on the elevator, the pointer automatically moves when the elevator moves. This convenient feature means that you can press or click SELECT to repeat the scrolling action

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Overview

without moving the mouse. When you click on the cable, the pointer automati­cally moves along the cable to prevent the elevator from colliding with it.

An OPEN LOOK Ul implementation uses menus to provide additional control areas that are hidden from view until you need to use them.

Menus have settings or lists of items that you use to issue commands, display a submenu with additional items, or settings that you use to set parameters. In addition, menus can have a pushpin to keep them on the screen for repeated use.

There are two basic types of menus:

o Button menus o Pop-up menus

Each region of the screen in an OPEN LOOK Ul implementation that is not a control has a pop-up menu. The pop-up menu that is displayed depends on the location of the pointer. When the pointer is on a menu button and you press MENU, the menu for that button is displayed.

Pop-up menus in an application usually duplicate choices from menus provided in the control area. Pop-up menus save keystrokes, minimize mouse movement, and make the interface more efficient for experienced users. When you use pop-up menus, you do not need to move the pointer away from the work area to issue commands.

The OPEN LOOK Ul specifies the items for required pop-up menus. The application developer specifies the choices for all other menus. The required menus are listed below:

o Workspace menu o Window menu o Pop-up Window menu o Settings menu for property windows o Scrollbar menu o Edit menu for text fields o Scrolling List menus

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OPEN LOOK Graphical User Interface Functional Specification

The application developer can add choices to the Workspace, Scrollbar, and Edit menus. The Window menus and Settings menu cannot be changed by the application. Figure 2-8 shows examples of menus. The Edit button menu and Edit pop-up menu in the base window are examples of application­defined menus. (Note that this figure shows a configuration that you would never see on the screen, since you have only one pointer and can display only one menu group at a time.)

Pop-up window

I Pop-up Window me

Window -19 I Edit: Di "'Dismiss t>) (Show Caret at Top) Back -

Refresh

I~ Edit owner?

line No:._

~ t Copy Paste Delete

I Text f1eld Ed1t menu

Case window nu

Button menu I Pop-up menu Menu button Button \"indow button

IZI I Edit I I ~(Viewv) ~ (~ Properties ... scrollbar menu

.~ Cl

I It was a dark and s . ~II of the beagles . were safely in their @!i::::J h bats flew around

y

the tower sqeaking Copy ~~Edit Paste Scrollbar

Dosolina stood at t Again

~ gazing out over th Undo ses .,(Here to Top ) blowing wildly as Paste Top to Here

long overdue. There were evil Again Previous the night, and she feared great! Undo y.

There was something unnatural about the light flickering through the clouds. The bea les bugled their howls, protesting their captivity. Window - ~ \\Iindow menu

Property window

I Setting~ menu

19 Clock: Pro Settings I

Clock Face: ~ *Apply )

Reset

'fCiose ) "Full Size Properties ... &ack Refresh

\\lorkspace menu Quit

Display Options: rse"C

GEE)~

Figure 2-8 Examples of menus in an OPEN LOOK UI implementation.

This section describes the two basic ways you use the MENU mouse button to operate on menus:

o Press-drag-release o Click-move-click

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Overview

The most common way to use a menu is by pressing MENU to display the menu, dragging the pointer to the desired item, and releasing the MENU mouse button to choose the item and dismiss the menu. You must keep the MENU button pressed down to keep the menu on the screen.

Alternatively, you can click MENU once to display the menu and keep it on the screen without holding down the mouse button. You then move the pointer to the desired item, and click either SELECT or MENU again to choose the item and dismiss the menu.

Each menu has a default selection, which offers a quick way to choose an item from a menu. You can view and execute the default selection for a menu button in a control area-using the SELECT mouse button-without displaying the button menu. You can also change the default selection for a menu at any time.

Any menu that has a pushpin can be pinned to the workspace to keep it accessible. The pinned menu becomes a pop-up window and remains on the screen until you dismiss it.

Each application can provide transitory windows called pop-up windows, which are displayed to let you fill in information or make choices. A button or menu item that displays a pop-up window always has a window mark following the label.

All pop-up windows except Notices have a pushpin on the left side of the header so that you can pin the window to the workspace to keep it readily available for repeated operations.

Pop-up windows that allow you to set the properties of objects, such as tab settings or fonts in a text editing application, are called property windows. Figure 2-9 shows an example of a text property window.

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OPEN LOOK Graphical User Interface Functional Specification

!' 0 -(I:U Edit: Properties '"l

CATEGORY: lY) Text

Font: I Serif I Sans Serif I Typewriter I Style: []Q@J I Italic II Underline II overstrike I Size: w:::T?..:.L.I§: .. T.:·.?.§:J

Catalog Name: Bold italic

(Apply\!~ (Reset )

"!.,

Figure 2-9 An example of a text property window.

Pop-up windows do not close to an icon. Instead, when a command from a pop-up window that affects the selected object or takes action on a function is successfully executed, the pop-up window is dismissed from the screen. For example, when you click on the Apply button to apply properties to a selection, the property window is dismissed from the screen after the properties are applied. You can dismiss a pop-up window without choosing a command by choosing Dismiss from the pop-up Window menu, or using the pushpin to dismiss the window.

Help You view on-screen help in a Help pop-up window. Move the pointer to the

object for which you want help and press the HELP key on the keyboard. A pinned Help window is displayed. The object at the pointer location is displayed in the magnifying glass of the Help window along with explanatory help text. Figure 2-10 shows an example of a Help window.

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Overview

Edit Help: Pushpin

Use the pushpin to keep a pop-up window or a menu pinned to the l'>'orkspace for continued access.

Move the pointer to an unpinned pushpin and click SELECT to push the pin into the hole, pinning the window or menu to the workspace. Click SELECT on a pinned pushpin to pop the pin out of the hole and dismiss the pop-up window or the menu.

Figure 2-10 An example of a Help window.

The foundation of the OPEN LOOK Ul is the select-then-operate paradigm. You first select an object by pointing to it with the pointer, and pressing and releasing a button on the mouse. Then, using either the mouse or the keyboard, you choose the operation to be applied to the selected object.

In addition, you can perform certain common operations by direct manipu­lation. For example, selected windows, icons, text, or graphics can be moved by dragging them to a new location on the screen.

The objects on the workspace (windows and icons) are selected and manipulated in the same way as objects in an application.

One of the advantages of the OPEN LOOK Ul is the ability to control several windows and icons at once. With the selection paradigm extended to the workspace, you can select several windows and icons and perform the same operation on all of them.

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OPEN LOOK Graphical User Interface Functional Specification

The Window Background The window background is any part of a window that is not enclosed by a

border or covered by a control, a pushpin, or scroll bar. You use the window background to display the Window menu, select a window, or move a window by dragging. The shaded area in Figure 2- i i is the window background for a base window with a control area, one pane, and a scrollbar.

§i\7~ ~"' ~ ~ ~

Button ~ ·Menu Button v ~ ~ ~

• ~ I o

~"~ ~ ~"""""' ~""'

Figure 2-11 The shading shows the background of a base window.

Using the Window Menu You operate on individual windows and icons at the pointer location by

making choices from the Window menu. You access the Window menu by pressing or clicking MENU anywhere on the window background (or when the pointer is over any button that has no menu behind it).

To provide a quick way to use the default from the window menu without displaying the menu, the header of each base window has a Window menu button. Clicking SELECT on the Window menu button executes the default item. For example, when the default is Close, clicking SELECT on the Window menu button closes the window to an icon. Pressing or clicking MENU on the Window menu button displays the same Window menu that you access from the window background.

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Selecting Windows and Icons You select a window by moving the pointer to the background and clicking

SELECT or ADJUST. Select an icon by moving the pointer anywhere on the icon and clicking SELECT or ADJUST. Since windows can be layered on the workspace and may not be completely visible, clicking SELECT on the window background also brings the window or icon to the front of the screen. Clicking ADJUST selects the window or icon but does not bring it to the front of the screen.

When a window or icon is selected, the border thickens. In Figure 2-12, the Edit window and Console icon are not selected. The Draw window and Mail icon are selected.

(File v) (View v) (Edit v) (Find v)

Draw

Figure 2-12 Selected and unselected windows and icons.

To select more than one window or icon, click ADJUST on the additional objects you want to select.

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OPEN LOOK Graphical User Interface Functional Specification

Operating on Selected Windows and Icons You move selected windows and icons directly by pressing SELECT on one

of the selected objects and dragging the group to a new location. You can also operate on groups of selected windows and icons by opening

a pop-up window called Window Controls from the Workspace menu and using the controls in that window to operate on the selected objects. For example, you can close selected windows and open selected icons in one operation using the Open/Close button in the Window Controls pop-up. Figure 2-13 shows the Window Controls pop-up window.

19 Window Controls

II ¢ Open/Close )) (Full/ Restore Size) ~ ~

Figure 2-13 Window Controls pop-up.

Resizing a Window You can change the dimensions of any window that has resize corners by

pressing SELECT on any resize corner and dragging the corner to a new location. The diagonally opposite corner of the window is anchored, and the borders of the window expand or contract as you move the resize corner, changing the area of the window relative to the anchored corner. Figure 2-14 shows how you resize a window to make it smaller.

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Overview

121 Edit ~ @~(view v) ~(Find v)

Cl It was a dark and stormy night. All of the beagles

~ were safely in their kennels. The bats flew around the tower, squeaking frantically .•

I Cl

Press SELECT on a resize corner

l"'- 121 Edit ~ ~ (View v) (TI!L

121 Edit

~ (View v) (TI!L b~ Cl

It was a dark and stormy night. All of the beagles

~ were safely in their kenn Is. The bats flew around the tower, squeaking frat tically.9

It was a dark and ~ stormy night. All of the beagles were safely in their kennels. The bats flew around the tower, squeaking frantically .9

Cl Cl

Hold down SELECT and drag the corner Release SELECT

Figure 2-14 Resizing a window to make it smaller.

Scaling a Window A different way to alter the size of a window is to scale it. When a window is

scaled to a different size, all the elements of the window change to a larger or smaller size, including the font, borders, Window menu button, and controls such as buttons and scrollbars.

You scale a base window by choosing Properties from the Window menu and using the Base Window Scale option from the property window. When you scale a window, all the elements of the window change size proportion­ally. For example, if you scale a window to a larger size, the upper left corner of the window is anchored in place, and the borders of the window expand to the right and downward. Figure 2- i 5 shows a window in small scale, with the Window menu displayed and Properties highlighted. You display the Window menu by moving the pointer to the window background and pressing MENU. Then you drag the pointer to highlight Properties.

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OPEN LOOK Graphical User Interface Functional Specification

window @1 ..

Close

<:!EJD Full size Find \/) ".

It was a c Back "\ All of the beagles

~ were sa.fel e ba.ts flew around the tower, Refresh

QUit Dosolina st w wistfully ga.zing out o•Jer the moors, her loog dark tresses blowing wildly as the wind gusted. Pietor was long o•Jerdue. There were evil things afoot in tt1e night, and she feared greatly for his safety. There was something unnatural about the light flickering through the clouds. The bea.gles bugled their howls, protesting their captivity.

l =

Figure 2-15 Choosing Properties from the Window menu.

When you release MENU, the Window menu is dismissed and the Properties window is displayed, as shown in Figure 2-16.

® Edit

~(viewr;)~~

It was a dark and stormy night. All of the beagles ~~ "ere safely in their kennels. The bats flew around

he: tower, squea.king frantically. •

Dosolina • -11:0 out ove Edit: Properties

wildly a overdue Initial state: lwmaowl!con I and she somethi Measure in: ~pixels through howls~ 1 Initial toea tion; Default " - y -Specified

- Initial size

.=,.____ Height: 200 f3!) Width: 300 8!J

Record current State: (Base Window )

( Pop-up Windows ) ~

Manage Windows: lmdependently I As a Group I

Base Window scale: small ·O I I I Large

Pop~up windows scale: small ·O I I I Large

~Apply )) @!D

Figure 2-16 Scaling is an option for window properties.

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Overview

You then move the pointer to the slider box for the base window scale setting, press SELECT, and drag the slider box to the next setting, as shown in Figure 2-17.

f.YI Edit

~(view 'V) (Edit 'V) <1§JD It wa.s a dark and stormy night. All of the beagles

I~ -\ere safely in their kennels. The bats flew around he tower, squeaking frantically.

Do so \ina r' -0:0 Edit: Properties "1.

out ove o wildly a overdue Initial state: I wmaowllcon I and she

- somethi Measure in: I2J pixels through howls, 1 Initial Location; Default X y - -\Specified 1

Initial Size

Height: 1.QQ (ill] Width: .lQQ. (ill]

Record current state: (Base Window )

(Pop-up Windows ) ~

Manage Windows: I independently I AS a Grotlp J

Base Window scale: small rtl I Large

Pop-up Windows scale: small ·O I I I Large

({'Apply ) (Reset)

,_, ,.J

Figure 2-17 Drag the slider box to the next setting.

To apply this setting, click SELECT on the Apply button. The property window is dismissed and the setting is changed. The window is displayed in the larger size, as shown in Figure 2-18.

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OPEN LOOK Graphical User Interface Functional Specification

[f) Edit .,_

~(View\/) @JI2) ~ It was a dark and stormy night. All of the beagles

~ were safely in their kennels. The bats flew around 'he tower, squeaking frantically.

Dosolina stood at the open window wistfully gazing out over the moors, her long dark tresses blowing wildly as the wind gusted. Pietor was long overdue. There were evil things afoot in the night and she feared greatly for his safety. There was something unnatural about the light flickering through the clouds. The beagles bugled their howls, protesting their captivity.

= .., ,.I

Figure 2-18 Click SELECT on the Apply button to apply the setting and dismiss the property window.

You can scale the base window and pop-up windows for an application independently of each other. Using the Scaling option, you can display the pop-up windows in a smaller size to conserve space on the workspace and choose a larger scaling size for the base window of the application.

To select text, move the pointer to the beginning of the text you want to select, press SELECT, and drag the mouse to wipe through the selection. As you move the pointer, the text is highlighted. Release sSELECT to complete the selection. You can also select text by moving the pointer to the beginning of the text you want to select, clicking SELECT, and then moving the pointer to the end of the text you want to select and clicking ADJUST.

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Once text is selected, copy or move it directly by dragging. Alternatively, use the Cut or Copy keys (or their equivalents) on the keyboard to store text on the clipboard. You insert data from the clipboard at a new location using the Paste key.

Select graphic objects by clicking SELECT on the object or clicking ADJUST to toggle the selected state of the object.

Once you have selected graphic objects, you operate on them the same as you do on selected text.

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12

FILE MANAGER

An OPEN LOOK File Manager provides such basic functions as browsing, copying and deleting files, and initiating programs. This chapter describes the elements and functionality for a basic File Manager implementation. Any File Manager implementation can provide additional functionality to augment the basic functionality specified in this chapter. Implementations of the File Manager that run in a network environment should provide a method with which you can access other parts of the network as part of the File Manager functionality.

The File Manager displays glyphs to represent directories, data files, and applications in the file system. These glyphs can be selected and operated on directly or indirectly within the File Manager base window. You operate on glyphs directly by selecting, dragging, and releasing them over folders and panes within the File Manager. You operate on glyphs indirectly by selecting and cutting or copying them to the clipboard, and then pasting them else­where in the file structure within the File Manager window. The File Manager thus provides both a direct and intuitive way for you to manage your files and maintains consistency with the familiar cut/copy/paste clipboard paradigm.

When the File Manager glyphs are moved out of the File Manager and onto the workspace, they become independent icons, providing you with a way to start applications without using the Workspace menu. When supported by an application, you can drag appropriate glyphs from the File Manager directly onto an application pane to load the file into the application.

From within an application that provides a Browse button-following the recommendations in the OPEN LOOK Graphical User Interface Application Style Guidelines-you can access the File Manager and browse through the file structure that is displayed in the File Manager window. Suppose that you

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OPEN LOOK Graphical User Interface Functional Specification

want to load a document into a word processing application. When you use the Browse button, the File Manager window automatically opens, comes to the front of the screen, and displays the files in the appropriate folder. You then use a control in the File Manager to load the file. The File Manager is dismissed and returns to its previous location and state.

This section outlines the basic functionality the File Manager must provide. The functionality is explained later in this chapter.

A File Manager implementation has the following visual elements:

o A required base window configuration (described in detail in the following section)

o File Manager glyphs that represent data files, applications (executable files), and folders (directories)

A File Manager implementation requires the following functionality:

o A way to associate each data file with its appropriate application so that the application automatically starts when you select and open a data file

o A way to support interactions between the File Manager and other applications

o Two ways to manipulate File Manager glyphs: o Direct manipulation-by dragging and dropping selected glyphs onto a

folder, the File Manager pane, a separate application pane, an indepen­dent icon, or the workspace

o Using the clipboard for cut/copy/paste operations o The following file management operations:

o Create folder o Create file o Display folder contents o Change folders o Rename files and folders o Delete files and folders o Change file properties o Sort (by name, size, and date)

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File Manager

The following sections describe the elements of the File Manager and its functionality.

The File Manager base window has the following required elements:

o A control area o A scrollable path pane, which is used to show the operating system hier­

archy or ancestor chain o A scrollable folder pane, which is used to display the contents of the folder

at the end of the path pane o A footer for error and informational messages

These elements are shown in Figure 12-1 .

.1"'[21 File Manager

~ ~ (Goto:)

IQQ-Q, =

0 0 0 0 ~ Chapters Glossaries Status Template

D D D D balloon.rs bird.rs bread.rs brokenlady.rs

D D D D I budget.wks cat.rs chapter1 .doc chapter2.doc =

\

Figure 12-1 The File Manager base window.

The basic kinds of File Manager glyphs are:

o Folders o Data files o Applications

I ~ Control area

~ Path pane

Folder pane

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OPEN LOOK Graphical User Interface Functional Specification

The glyphs for folders and data files are shown in Figure i 2- i. Folders can be closed or opened. The last folder in the path pane of the base window is always open, indicating that the contents of that folder are displayed as glyphs in the scrollable pane below.

The following sections describe the elements of the control area, the path pane, and the folder pane. Later sections in this chapter contain information about how to use the File Manager and describe additional types of glyphs.

Elements of the Control Area The control area has the following required controls:

o File menu button oQpen o Print o Create Folder o Create File

o Edit menu button o Undo o Select All oCopy o Paste o Cut o Delete o File Properties

The control area can have an optional Goto button and text field. When you use the Browse button from an application to open the File

Manager, a Load menu button (with Load File and Cancel items on the menu) is added to the control area. The Goto button and its text field move to the right to allow space for the Load menu button in the control area, as shown in Figure i 2-2.

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File Manager

File Manager

Figure 12-2 A Load menu button is displayed in the control area when you open the File Manager from an application.

The File Menu

The items on the File menu are described briefly in this section. Open opens any selected glyph in the path or folder pane and automatically

starts the application bound to that glyph. Print prints selected data files. If the glyph is not a data file and, therefore,

cannot be printed, an error message is displayed in the footer of the File Manager base window.

\ . Create Folder creates a new folder. \1 Create File opens an editor window.

The Edit Menu

The items on the Edit menu are described briefly in this section. Undo undoes the last operation. Select All selects all the files in the folder pane. Copy puts a copy of selected file names from the folder pane on the

clipboard. Paste copies or moves files by inserting selected file names that are stored

on the clipboard into the folder pane. Cut puts a copy of selected file names from the folder pane on the clip­

board and removes the file glyph from the File Manager. Delete deletes selected files from the folder pane. File Properties displays a property window showing system information about

the selected object or objects such as the file name, size, date, and type. Figure i 2-3 shows an example of how the contents of the File Properties window might look when one data file object is selected. The contents of the File Proper­

ties in this example shows typical UNIX® operating system file information.

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OPEN LOOK Graphical User Interface Functional Specification

0 -fi:O File Manager: File Properties

Name: print.icon

Owner: winsor

Group: staff

Size: 1997 b11tes

Last Modified: Tim Sep 22 10:32:31 1988

Last Accessed: Thu Sep 22 10:33:22 1988

Type: ascii text

Permissions Read \\/rite Execute

owner: ~ ~ D Group: ~ D D \\lorld: ~ D D

[Apply» ~

Figure 12-3 An example of the File Properties window.

The information shown in this File Properties window is an example that is specific to the UNIX operating system. Implementations of the File Manager for different operating systems show statistics appropriate to that operating system.

You use the File Properties window shown in this example to change the Name, Owner, Group, and Permissions of the selected object. Additional read-only information is displayed about the selected object. When you change properties and click SELECT on the Apply button, the new properties are applied to the selected object.

When multiple glyphs are selected, all choices are indeterminate. See Chapter 3 for information about indeterminate properties and Chapter 4 for information about indeterminate settings.

The Goto Button and Text Field

You can type a path into the Goto text field and click SELECT on the Goto button to open that folder. Alternatively, you can type a file name and click SELECT on the Goto button to select a data file or application.

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File Manager

Elements of the Path Pane The path pane shows the path of the folder for the information that is

displayed in the folder pane. The required elements of the path pane follow:

o A pane large enough to accommodate the folder and the text labels o A scroll bar that is displayed only when the window is too small to contain

the complete path o A selectable folder. The minimum contents of the pane is a folder that

shows the bottom of the file structure. o A selectable closed folder with the name for each folder in the hierarchy o A pop-up Path Commands menu with the following items:

oQpen o File Properties

In Figure 12-4, which shows these elements of the path pane, the home folder is selected, and the Path Commands pop-up menu is displayed.

Path Commands

Figure 12-4 The elements of the path pane.

When you resize the base window so that not all the folders fit in the pane, a horizontal scrollbar is displayed for the path pane, as shown in Figure 12-5.

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OPEN LOOK Graphical User Interface Functional Specification

--------------~0 D :::::;-,

Figure 12-5 The path pane is scrollable when it is too small to display the entire path.

Elements of the Folder Pane The folder pane displays the contents of the open folder in the path pane.

The folder pane has the following elements:

o A pane, with a scrollbar when the contents cannot be completely displayed, that contains selectable named glyphs

o A pop-up Folder Commands menu with the following required items: oQpen o Delete o File Properties

o Named glyphs representing the contents of the folder

The Folder Commands Pop-up Menu

The pop-up menu is shown in Figure i 2-6.

Folder Commands

~Open Delete

File Properties ...

)

Figure 12-6 The pop-up Folder Commands menu.

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File Manager

The Folder Pane Glyphs

The folder pane displays the contents of the folder in the path pane with one named glyph for each file. Each glyph in the folder pane represents one of three types of files:

o Folder: directory o Data file: a text, graphics, or other data file o Application: an executable program

These glyphs are typically two-thirds the size of the default icon size. The unselected and selected File Manager default glyphs for each of these file types are shown in Figure 12-7.

0 0 D u

Closed Folder

Open Folder

Data. file

Application

Figure 12-7 The default File Manager glyphs, unselected and selected.

The folder is always displayed and can be represented as either open or closed, as shown in Figure 12-7. Some File Manager implementations may display folders only in the closed state. Data file and application glyphs can be displayed in different ways, as explained in the paragraphs that follow.

Folder Files. Folder files are always displayed as an open or closed folder and have either a selected or unselected state. Figure 12-8 shows examples of closed folders with the folder name centered beneath the glyph.

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OPEN LOOK Graphical User Interface Functional Specification

CJ

0 0 0 Chapters Gloss aries Status

0 0 art

Figure 12-8 Examples of folders in a folder pane.

Data Files. The File Manager default is to bind each data file glyph to the default text editor. Any data file can be bound to a specific application. When data files are bound to a specific application other than the default text editor, the image area for the application's icon design can be displayed within the border of the standard data file glyph.

In the examples shown in Figure i 2-9, the data files with a .rs suffix are bound to a graphics editor and display an image of the Draw application glyph within the border of the data file. Data files with a .wks suffix are bound to a spreadsheet and display an image of a grid representing a spreadsheet application within the border of the data file. Other files that are not bound to a specific application are, by default, bound to the default text editor. The data files with the suffix .doc in Figure i 2-9 are bound to the default text editor and, therefore, show no glyph within the border of the data file.

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File Manager

[A) f;£J

ba.lloon.rs

buctget.wks

~ jester.rs

[A) f;£J bird.rs

[A) §KJ cat. rs

~ bread.rs

D chapter1.ctoc chapter2.doc

Figure 12-9 Examples of data files with application images.

Applications. An application can use either the standard File Manager application glyph or the icon image specific to the application. For example, an application named "Snapshot" that is used to capture screen images could be displayed in either of the ways shown in Figure 12-10.

snapshot snapshot

Figure 12-10 An application can use either its own icon image or the File Manager application glyph.

The File Manager Properties window is displayed when you choose Properties from the control area.

The settings in the File Manager Properties window are specific to the operating system. The example shown in Figure 12-11 shows a suggested File Manager Properties category that is specific to the UNIX operating system.

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OPEN LOOK Graphical User Interface Functional Specification

0~ File Manager: Properties '1.

Display Options: I Permissions II Group I I links II Size I I owner II Date I

Sort By: I Name I I Date I I Size I

[Apply )) ~

Figure 12-11 A suggested UNIX operating system File Manager Properties category.

A File Manager implementation can add other properties to this window, such as a way for you to specify your default printer.

Each setting in this example is described in the following paragraphs.

Display Options Any display options that you choose are displayed in the folder pane,

followed by the file name.

Sort By You can choose the order in which the contents of the folder pane are

displayed. Sort the contents alphabetically by name; in reverse chronological order by date, with the most recent files first; or by size with the largest files first.

This section describes binding-logically connecting data files, glyphs, and applications to File Manager functionality. The following kinds of binding are required elements of a File Manager implementation:

o Binding a specific glyph to a data file or application so that the glyph image is displayed in the folder pane instead of the default File Manager glyph

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File Manager

o Binding a specific application to a data file so that the application is auto­matically invoked when you open the data file

These methods of binding can be used separately or together. For exam­ple, you can bind an application to a data file without displaying a special glyph in the border. A glyph image can be bound to a data file without binding the application. A printer command can be specified for a data file.

Default Bindings When no default bindings are provided, the File Manager default is to bind

all data files to the text editor. It is recommended that a File Manager implementation provide a standard

set of default bindings in a dedicated file that is read by the File Manager during initialization. This file should include standard system bindings for applications (such as the console window and shell windows, and mail, calendar, and clock applications) and data files (including standard editing tools such as edit and draw applications). When appropriate, bindings for a spreadsheet and data base application may also be provided. Each applica­tion should specify a bind entry as part of the installation script.

Some operating systems have built-in file typing. When available, use file typing to identify data files for binding. When file typing is not available, use name patterns and/or magic numbers.

You can perform many operations in the File Manager either by using the clipboard to cut, copy, and paste File Manager glyphs, or by directly manipu­lating glyphs by selecting them, and then dragging and dropping the glyphs onto the destination.

This section describes how to use the File Manager to perform the following functions:

o Change folders o Copy, move, and rename files o Use the glyphs in the folder pane

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Changing Folders This section describes how to change folders in the file structure. You can

change folders in the following ways:

o Type the name of a folder in the path in the Goto text field and click SELECT on the Goto button.

o Move to a higher level in the file system using folders in the path pane. o Move to a lower level in the file system using folders in the folder pane.

Each of these methods is explained in the paragraphs that follow.

Using the Goto Text Field

To open any folder in the file system hierarchy, type a path name for a folder in the Goto text field and click SELECT on the Goto button.

Using Folders in the Path Pane

You can display the contents of a folder higher up in the chain that is displayed in the path pane by following these steps:

1 Move the pointer to the folder and click SELECT. 2 Press MENU to display the Path Commands pop-up menu. 3 Move the pointer onto the Open item and release MENU. The folder is

opened, and any folders to the right of the open folder are closed and re­moved from the display in the pane.

To accelerate these steps, you can move the pointer to a folder and double-click SELECT to open the folder without displaying the menu. While the folder is being opened, the busy pointer is displayed, as shown in Figure i2-i2.

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File Manager

File Manager

/ home V·linsor Chaps

Figure 12-12 Double-click SELECT on a folder to open it.

The Chaps folder is closed and removed from the path pane, and the winsor folder is selected and opened, as shown in Figure 12-13. The contents of the folder are displayed in the scrollable folder pane.

File Manager

Figure 12-13 The new folder is opened.

You do not need to move up in the chain folder by folder. You can move the pointer to any folder in the chain and double-click SELECT to display the contents of any folder in the path pane.

Using Folders in the Folder Pane

You use the folders displayed in the folder pane to move farther down in the path. You change the display in the folder pane using one of two methods:

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OPEN LOOK Graphical User Interface Functional Specification

D Move the pointer to a folder in the folder pane and click SELECT. Press MENU to display the pop-up menu for the folder pane, drag the pointer onto the Open item, and release MENU.

D Move the pointer to a folder in the folder pane and double-click SELECT.

Using either method, the folder highlights in the same way. While the files are opening, the pointer changes to the standard busy pointer. In the example shown in Figure 12-14, the contents of the Chapters folder are being opened and the busy pointer is displayed.

[Y] File Manager

(File v) (Edit v) (coto:)

IYQ-Q I =

CJ CJ ~ Chapters G I ossa. r ies Status

CJ D D Template balloon.rs bird.rs

Figure 12-14 While the folder is being opened, the busy pointer is displayed.

When you open the new folder, the older folder, winsor in this example, is closed. The new folder, Chapters, is opened at the end of the chain in the path pane. The contents of the folder pane change to reflect the contents of the Chapters folder, as shown in Figure 12-15.

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File Manager

.r'[YJ File Manager 'l.

~ (Edit \7) (coto: ) ...

DODO I home winsor Chapters

=

" D D ~ chapter3.doc chapter4.doc L D c ha pte r5. doc

Figure 12-15 The folder pane displays the contents of the new folder.

The Chapters folder in this example contains only data files. You cannot move any farther down the path in this folder. To view the contents of other folders, double-click SELECT on a folder in the path pane, and then choose another folder from the folder pane.

Opening Files This section tells you how to use data file and application glyphs in the

folder pane. Following the OPEN LOOK Ul selection paradigm, you can select and operate on multiple objects within the File Manager folder pane. The specific File Manager implementation determines how the Open item is displayed when multiple objects are selected. When the implementation supports opening multiple objects, the Open item is active. When the implementation does not, the Open item is inactive.

You can open selected data files and applications from the folder pane in two ways:

o Move the pointer to a data file or an application in the folder pane and click SELECT. You can click ADJUST on additional data file or application glyphs to select them. Press MENU to display the pop-up menu for the folder pane,

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OPEN LOOK Graphical User Interface Functional Specification

drag the pointer onto the Open item, and release MENU. All selected data file or application glyphs are opened.

o Move the pointer to a data file or application in the folder pane and double-click SELECT.

Once a glyph has been opened, it becomes an independent base window with all the properties and functionality of any other base window on the workspace. Closing the window displays the icon for the application on the workspace. Applications determine the way windows opened from the File Manager are displayed as icons on the workspace. See Chapter 3 for more information about icon specifications.

For data files, an application window-determined by binding-is opened and the data file is displayed in that application window. The File Manager automatically opens the default editor application if no other application is specified.

For applications, the application is opened. A new file is not automatically loaded.

Copying and Moving Files You can copy or move files within the file structure in either of two ways:

D Direct manipulation D Using the clipboard

Direct Manipulation

Press the DUPLICATE Modifier key and SELECT to copy a glyph, or press SELECT to drag a glyph. Drag a glyph onto a folder. Folders are the only objects that accept move operations for all glyphs. When you move any glyph onto a folder, you get visual feedback indicating whether or not you can add the glyph to the folder. Release SELECT to copy or move the glyph.

When copying or moving glyphs, the File Manager implementation deter­mines what visual feedback is displayed. For example, when a folder under a glyph accepts input, the folder highlights and may open to show that the move or copy can be performed, as shown in Figure i 2- i 6.

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File Manager

Figure 12-16 A folder that accepts input opens and highlights.

Folders that are write-protected (do not accept input) either display a glyph showing that the folder is locked within the border of the folder, or display a lock in the border of the folder when you drag the glyph over the folder, as shown in Figure I 2-17.

Figure 12-17 A folder that does not accept input displays a lock.

If an error occurs during the move/copy operation, the system beeps and the appropriate error message is displayed in the footer of the File Manager base window.

An optional method for showing write-protected folders is for the File Manager implementation to display a write-protected glyph consistently in the border of folders that do not accept input.

Using the Clipboard

Click SELECT and use Cut or Copy to put the file name on the clipboard, and then use Paste to insert the file name at the appropriate place in the file structure.

This section provides examples of using direct manipulation to copy and move files. See Chapter 17 for information about how to use the clipboard for copy and move operations. Figure I 2-I 8 shows the folder pane that is used for the direct-manipulation copy and move examples.

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OPEN LOOK Graphical User Interface Functional Specification

EJ File Manager

~~ (Go to:)

jygg I =

0 0 0 0 ~ Chapters Glossaries Status Template

in in ' in balloon.rs bird.rs brokenlady.rs budget.wks

in D D in cat.rs chapter 1. doc chapter2. doc

Figure 12-18 An example of a folder pane.

Copying a File by Direct Manipulation

Suppose that you want to put a copy of the chapter I .doc data file in the folder named Chapters. To do this by direct manipulation, use these steps:

1 Move the pointer to the chapterl.doc glyph and press the DUPLICATE modifier key and SELECT. The glyph highlights to show that it is selected.

2 Then move the pointer. The pointer changes to the duplicate pointer, and you drag an outline of the glyph as you move the pointer.

3 To copy the file in the same folder, drag the glyph outline anywhere in the folder pane where the hot spot of the pointer is not over a folder, as shown in Figure 12-19.

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File Manager

File Manager

~ ~ (Goto:)~--------------------

0 0 0 0 Chapters Glossaries Status Template

~ ~ ~ brokenlady.rs budget.wks

D ~ balloon.rs llbird.rs

~ L~J cat. rs c hapter1. doc c ha pter2. doc jester. r,.s~·~-"

Figure 12-19 To copy a glyph, press DUPLICATE and SELECT and drag the glyph to a blank area of the folder pane.

4 Release SELECT.

A File Manager implementation assigns a new file name in one of two ways:

o The suffix .copy is appended to the name of the data file. o A pop-up window is displayed with a text field in which you type the new

file name.

In this example, files are arranged alphabetically. The file is inserted immediately after the original document, as shown in Figure I 2-20.

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OPEN LOOK Graphical User Interface Functional Specification

fSB File Manager

~ ~ (coto:)

IQQ-Q I

= 0 0 0 ~

Chapters Glossaries Status

0 ~ ~ Template ba.lloon.rs bird.rs

~ ~ brokenlady.rs cat. rs

D D cha.pter1.doc c ha. pte r 1. doc. copy c ha pte r2. doc

Figure 12-20 The copy of the data file is inserted in proper sort order.

You can rename the file by displaying the File Properties command window, typing a new name in the Name field, and clicking SELECT on the Apply button.

You can copy or move a number of files at the same time by selecting several files (click SELECT on the first file and then click ADJUST to select additional files) and dragging them. Outlines of the selected files drag as a group. The position of the hot spot of the pointer determines the target destination for the copies of the files. If the hot spot of the pointer is over a folder that accepts input, the files are copied into that folder. If the hot spot is anywhere else in the folder pane, the copies are put in the current folder.

Moving a File by Direct Manipulation

Now you want to move chapterl.doc.copy into the Chapters folder by direct manipulation. The operation is exactly the same as copying except that you do not need to press a modifier key with SELECT to initiate the move.

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File Manager

1 This time, press SELECT and drag the glyph border for the chapter1.doc.copy data file so that the hot spot of the pointer is on the Chapters folder. The folder is highlighted and may be open to show you that the data file will be put in­side the folder, as shown in Figure 12-21 . When the folder does not have write permission, it does not open, and a lock is displayed in the border of the fold­er to show you that you cannot move a file into that folder.

121 File Manager

~~(coto:)

JQOO I =

[] [] ~ Glossaries Status

[] in [i1 Template ba\loon.rs bird.rs

[i1 [i1 brokenlady.rs bu cat.rs

D D chapter1.doc chapter1.doc.copy chapter2.doc

Figure 12-21 When an icon is moved over a folder with proper permissions, the folder opens and highlights.

2 Release SELECT to put the data file into the folder. The data file is removed from the folder pane, and the folders redisplay, since the longest file name in the folder has been moved to another folder. Figure 12-22 shows the folder pane after the data file has been moved.

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OPEN LOOK Graphical User Interface Functional Specification

File Manager

~ ~ (Goto:).

IQQQ I =

0 0 0 0 ~ Chapters Glossaries Status Template

~ ~ ~ balloon.rs bird.rs brokenlady.rs budget.wks

~ D D ~ cat.rs chapter1.doc chapter2.doc jester.r

Figure 12-22 The data file is moved to the new folder.

You can select any File Manager glyph and drag it off the File Manager base window onto the workspace. Once you have moved a glyph outside the borders of the File Manager base window, an operating system link is created to the application. From the user's perspective, the glyph becomes an independent application icon with all the properties and functionality of any icon on the workspace. The application specifies the appearance of the data file icon when it is displayed on the workspace. It is recommended that the name of the glyph be displayed inside the border of the icon when it is on the workspace. You cannot drag any icon that is displayed on the workspace back into the File Manager pane.

When these icons are displayed on the workspace, you open them in the same way as you open any other icon on the workspace-by choosing Open from the Window menu or by double-clicking SELECT on the icon.

When a data file is opened, a base window for the application that is bound to that data file is displayed, and the data file is loaded into the application window.

When an application is opened, the base window for that application is opened. No file is loaded.

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File Manager

The following list suggests some common ways to use this functionality:

o Invoke an application by dragging it from the File Manager window onto the workspace. This is an alternative way to access an application without us­ing the Workspace menu. The application starts when you release SELECT.

o Drag a frequently accessed data file onto the workspace.

Figure i 2-23 shows an example of the workspace with File Manager glyphs displayed as icons on it.

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Again ~· Undo

'R-' 'R- . :l"!: :l"!:. :;F..

~- :l"!: 'R-Kl. :l"!: tf .

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Figure 12-23 File Manager glyphs displayed as icons on the workspace.

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OPEN LOOK Graphical User Interface Functional Specification

The File Manager interacts directly with applications in two ways:

o You can drag a data file from the File Manager and drop it onto an applica­tion pane to load the file into the application.

o From within an application, you can open the File Manager window, browse, load a selected file into the application, and close the File Manager window.

The OPEN LOOK Ul implementation must provide a protocol that supports interactions between applications developed with that implementation and the File Manager.

Loading a File by Direct Manipulation The following example shows how to load a file into an application pane by

direct manipulation. In Figure 12-24, you have pressed SELECT and dragged the glyph for the file romance.doc from the File Manager onto the pane of the Edit application.

File Manager

[5B Edit

0 Chapters

iJ balloon.rs

iJ cat.rs chapter1.doc chapter2.doc jester.rs

I romance. doc

Figure 12-24 Dragging a data file onto the pane of an application.

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File Manager

When you release SELECT, the file is loaded into the application, as shown in Figure i 2-25. The beginning of the file is displayed in the pane, and the active caret is positioned at the beginning of the file.

File Manager

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0 Chapters

in balloon.rs

in cat.rs

romance. doc

It was a dark and stormy night. All of the beagles were safely in their kennels. The bats flew around the tower squeak~ frantically.

Dosolina stood at the open window wistfully gazing out over the moors,

~ I

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Figure 12-25 The file is loaded into the application.

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